The Dresden Files > DFRPG Resource Collection
Custom Spell Compilation Thread
Mindflayer94:
While working on a spell for a warden in my group this morning, I realized that we don't have a cutom spell thread (for either evocations, or thaumatgury), so I figured I'd make one. I'll start us off, with the spell I made for the warden:
Ressurection
Type: Thaumaturgy, Necromancy
Complexity: 60 (the cost of restoring a 4 stress character who's used all their consequences * 2.5 to represent the difficulty to raise the dead)
Duration: Permanent
Effect: The target is brought back to life, although they must change their high concept to something that reflects their time in death.
MyNinjaH8sU:
I'd love to add to this thread, but just to say before I do, you might want to make a note about how that breaks at least 1 law wide open, and also quite possibly draws the attention of...things... since no one knows where souls actually go.
devonapple:
Shadowglimpse
Type: Shadow evocation, defensive maneuver
Power: 3 shifts (more for duration)
Target: Caster
Duration: One exchange
Effect: This maneuver counters one scene Aspect related to or defining darkness in a zone, only for the caster. This has the advantage of allowing the caster to see in the dark, without alerting opponents to the caster's position.
Variations: Casters may want to extend the duration, or add zones to see farther in the darkness.
Lanodantheon:
Here's a few I am designing for a Camp Kaboom Honor Student/AAAA Warden character for my Seattle Game when I don't have to GM.
The Unraveler aka The Most Delicate Fire Spell on The Planet
This spell resulted from an argument between 2 co-ed Apprentice Wardens over whether or not you could make a Fire Spell that didn't blow something up or burn it to cinders. The Guy submitted this one, which uses the Purifying and Subtle Destructive Power of Fire Magic.
Translucent Energy the color of the sun is launched at the target either as a bolt(single target) or a wide glob (Zone-wide). Whatever the energy hits absorbs the energy and is then...Unraveled. The spell doesn't actually destroy anything, just takes things apart at the connecting bits. Stitches unstitced, thread unwoven, bolts pop out, etc. Anything Fleshy hit by it is well.....
It ended up stripping both Apprentices naked in the middle of the New Mexico Desert. (But only because the Female offered to have sex with him....)
Type: Fire Evocation, Offensive Attack
Power: varies on Caster. 6 for this example
Control: Discipline plus appropriate specializations and focus items
Target: one target for this version. can be made into a zone-wide attack if shifts of strength are sacrificed
Opposed by: Athletics for Single target, Endurance for zone-wide since it would hit everything in the zone.
Effect: Strength 6 attack Unravels the Target. It doesn't destroy the component pieces, so objects hit by the attack become scene aspects like, A Pile of Gun Parts
Consequences for this Spell would include, Very Naked and Falling Apart at The Seams.
Variations: The Zone-wide version hits everything in a zone.
Fro-zone
This spell also resulted from that argument between 2 co-ed Apprentice Wardens over whether or not you could make a Fire Spell that didn't blow something up or burn it to cinders. The Girl submitted this one, using Fire Magic to freeze something.
The Caster stops the movement of heat in an area either by using brute force to stop it or spreading the heat out so evenly there is no thermal plume. Note: since this messes with Heat and not water, it won't change the amount moisture in the area. Strength 4 attack to everything in the Zone
Type: Fire Evocation, Offensive Attack
Power: Varies Example uses 6 shifts 4 for power 2 for the zone
Control: Discipline plus appropriate specializations and focus items
Target: 1 Zone
Opposed by: Endurance
Effect: Strength 4 attack to everything in the Zone Consequences should include Frost-bitten
Fro-Zone Cage
Forces heat out of the area to freeze a target solid, temporarily
Type: Fire Evocation, Offensive Maneuver
Power: Varies, example uses 6 shifts 3 for maneuver 3 for duration
Control: Discipline plus appropriate specializations and focus items
Target: 1 Target
Opposed by: Endurance or Might
Duration: 4 Exchanges
Effect: Applies the Frozen or Meat Popsicle Aspect to the Target for 3 exchanges
Variations: Could be made Zone-wide with additional Shifts.
Belial666:
Here are a few example spells for prospective Dark Lords, cultists of the Old Ones, really bad really strong warlocks and Outsiders with magical abilities;
ROTES
Dark Banishing: weapon 16 physical attack vs athletics that slowly forces the target out of phase with reality. Take Out forces target into another plane of existence.
Feed the Darkness: weapon 14 zone attack vs discipline that slowly drains the victims' energy and feeds it to dark powers. Take Out forces the victims into exhausted sleep.
Darkfade: 11-shift veil - the caster becomes slightly out of synch with time and reality, thus becoming invisible.
Circle of Power: the caster requests the aid of the Dark Powers. This applies the sticky aspects "Dark Gift", "Inhuman Focus", "Dark Energies" and "Unnatural Power" that can only be tagged for destructive purposes.
Grasp of the Void: 14-shift, duration 2 grapple vs might, as per the orbius spell. The caster must usually pay for duration increase in following rounds.
THAUMATURGY
Sightblinder: 12-23 shifts summoning via diabolism. The caster summons power from Outside and infuses an object or person with it. Anyone looking at said person or object with Sight or similar abilities for the following day faces a horrendous vision through the Sight with power equal to the strength of the Sightblinder. A typical sightblinder will momentarily stun a wizard and force them to close their Sight. A verypowerful sightblinder can turn a wizard into a raving lunatic that tries to write down protective wards using his own eye fluids as ink. The spell is NOT discriminatory; the "protected" creature also faces the horrendous vision if it employs such divination. Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Dark One's Claim: 18-29 shifts barrier via disruption/diabolism. The caster warps the area, creating an unnatural barrier of Outside energy that blocks the passage of and attempts to obliterate those trying to pass. This works similar to a warding except that it does not stack with a threshold or holy ground. (in fact, it acts in opposition to such forces). Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Despoil: 12-23 shifts disruption. The caster unleashes a bolt of corrupting Outside energy that attempts to violate a non-Outsider barrier or threshold such as the sanctity of a home or holy ground. The spell does get weakened by the threshold but the remaining energy acts as an attack against the threshold it seeks to violate. Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Veilripper: 16+ shifts disruption. The caster makes a tear in the fabric of the Veil that separates the physical world from another dimension - usually the NeverNever but also works with the Outside. Unlike with worldwalking, the intention is not a stable gateway through which creatures can easily travel that closes after a few minutes; the result of this spell is too strong, too disruptive to the Veil to close naturally (practically, it has enough shifts to always resist the Veil's attempts to heal). Unless dispelled, it stays up for a long time. Naturally, there are some agencies that frown on the weakening or tearing of the Veil...
Have-a-Squid: 16 shifts diabolism. The caster uses a sympathetic link to a location or target to summon an Outsider (such as a tentacled horror) practically on top of them, hungry and primed to eat them. The caster neither binds nor controls the Outsider herself - she merely summons one that is already hungry. As such, while this is a blatant violation of the 7th Law, it does not violate the 1st Law. The target must fight off the Outsider, run like hell, or be devoured (his choice). The Outsider, after the victim is eaten or flees, is free to do what Outsiders do when they come to our reality. It's not that Elena cares that much about it.
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